Making smooth MeshParts in Blender like default Roblox Parts

Hi. Sorry for the incedibly basic question but I’ve been trying to use Blender to make a hollow cylinder and it’s turning out to be pretty difficult with my really basic knowledge of the program. I only know some basics from following that donut course everyone seems to do :joy:

I have created a hollow cylinder that looks like this using a cylinder mesh and a solidify modifier.

When I import it into Roblox it looks good but it looks less smooth than the default Roblox cylinder. Is there any way to achieve the same smooth effect on the hollow cylinder? I tried using the Subdivision Surface tool but it didn’t seem to help much or just deformed the mesh completely depending on its settings.

In studio:

image

Also, on a side note, I’m worrying about triangle count but it probably isn’t an issue at all. All I know is that more triangles = bad performance, so to speak. Are triangles in the hundreds ok for a part like this?
Thanks :slight_smile:

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I wouldn’t recommend using Blender for a hollow cylinder XD. Have you heard of solid modelling? Here is a link:

Its basically like math. It is a built-in roblox feature. It can do lots of things and its main use is that you can subtract the intersecting bits of two or more blocks.

Ah yes, but with a Union you can’t stretch it out on separate axis which is important for my game as it allows the user to build themselves. That’s why I was using a MeshPart as you can stretch them per axis to make a longer cylinder or a wider cylinder (like the default parts) for example.

e.g. I can do this with a mesh just by making it larger on one axis whereas I can’t do that with a union
image

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Grab your cylinder

Enable smooth shading

Apply an edge split modifier

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Open Blender with your hollow cylinder. I quickly made this to replicate what you made.


In object mode, right click your cylinder, and press the shade smooth button. It will look a bit weird because sharp angles are being shaded smoothly. To fix this, go to the Object Data Tab, and select normals.

Check the auto-smooth box, and mess with the angle until it looks good to you. 30 degrees is the default and should work fine with a cylinder. Final product should look like this, and is ready to be exported into Roblox.

Edit - Saw the bottom part of your post regarding tris. It really depends on how you plan to use this mesh, but having hundreds of it in one game would not be optimal. One way to reduce tris of a cylinder without really changing looks is to change the number of segments in a cylinder.

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